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Topic:
DAoC to Crysis terrain conversion now running with Crysis2. [Locked] |
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Date Posted:
1/1/00 12:00am
Subject:
DAoC to Crysis terrain conversion now running with Crysis2. |
Added comparison image to blog.
http://mharjula.blogspot.com/
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poenadare Posts: 381
Registered: 2001-11-5 08:09:53
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Date Posted:
1/1/00 12:00am
Subject:
DAoC to Crysis terrain conversion now running with Crysis2. |
Heh. When, oh when, will they make a game where repeatedly trampling the grass creates paths? How many thousands of times did run up that hill?
If I only could
make a deal with God
and get him to swap our places.
I'd be running up that road,
running up that hill,
with no problems.
-----signature-----
What kind of god would admit to creating us?
-- Pyrrho the Skeptic
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Date Posted:
1/1/00 12:00am
Subject:
DAoC to Crysis terrain conversion now running with Crysis2. |
poenadare posted:
Heh. When, oh when, will they make a game where repeatedly trampling the grass creates paths? How many thousands of times did run up that hill?
I predict in few years we might see those, like Mythic servers have data about players movement .. so this is just large scale history data collection to handle and start making changes to game.
I'm more interested to see seasons in MMOs, like they are planning to have in Blade & Soul.
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therinS Title: Camelot Vault Staff
Artist
Posts: 161
Registered: 2006-1-4 04:27:28
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Date Posted:
1/1/00 12:00am
Subject:
DAoC to Crysis terrain conversion now running with Crysis2. |
Do the trees in the Crysis2 models allow for line-of-sight? In DaoC, although you cannot run through a tree, they do not block line of sight for spellcasting or targetting. Rocks do, as expected, but how about the trees in your models?
-----signature-----
Eggi/Sohwyn custom ui download site
BETA http://www.4shared.com/archive/LllGqvhe/eggisohwyn1110dbeta_1_.html
(:^
I will stop procrastinating tomorrow.
DAoC desktop calender collection http://db.tt/GnHh5Sc
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Date Posted:
1/1/00 12:00am
Subject:
DAoC to Crysis terrain conversion now running with Crysis2. |
therinS posted:
Do the trees in the Crysis2 models allow for line-of-sight? In DaoC, although you cannot run through a tree, they do not block line of sight for spellcasting or targetting. Rocks do, as expected, but how about the trees in your models?
My experiment is just DAoC environment in Crysis, so there is no same kind logic like DAoC client have as it's FPS game.
Though Crysis engine have quite many material types as 3D model materials, which also affecting to model look (like wet,frozen), foot steps sounds and is it breakable.
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poenadare Posts: 381
Registered: 2001-11-5 08:09:53
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Date Posted:
1/1/00 12:00am
Subject:
DAoC to Crysis terrain conversion now running with Crysis2. |
Manda.Veturi posted:
there is no same kind logic like DAoC client have as it's FPS game.
I wanted to ask about this. Please clarify:
Does the Crysis engine also take care of line-of-sight calculations and collision detection or is that code a developer has to write himself?
I understand what you are doing now is only playing with the rendering. It would be nice if the Crysis engine also had modules for client-server communication, etc etc, but I don't know much about it.
-----signature-----
What kind of god would admit to creating us?
-- Pyrrho the Skeptic
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Date Posted:
1/1/00 12:00am
Subject:
DAoC to Crysis terrain conversion now running with Crysis2. |
poenadare posted:
Manda.Veturi posted:
there is no same kind logic like DAoC client have as it's FPS game.
I wanted to ask about this. Please clarify:
Does the Crysis engine also take care of line-of-sight calculations and collision detection or is that code a developer has to write himself?
I understand what you are doing now is only playing with the rendering. It would be nice if the Crysis engine also had modules for client-server communication, etc etc, but I don't know much about it.
Far as I know, Cryengine have (player) collision detection .. tough I don't remember was AION for example using this?
General problem with collisions is network speed and bandwidth, as DAoC uses heavily "prediction" for player movements (and relatively low frequent network updates to save server bandwidth).
So this might just cause even more problems, if trying to check collisions as you are not really sure where each client really is, and specially when running speed 6 against enemy zerg
And yes, my experiment is far from real game client as it's only about graphics and 3D models.
There is also SDK released which have much more than just my sandbox playground, but I didn't have time and interest to start play with real coding with this SDK.
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Date Posted:
1/1/00 12:00am
Subject:
DAoC to Crysis terrain conversion now running with Crysis2. |
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The lighting alone makes a huge difference.
Anyway.. Why do this? Will players be able to use it as a mod of sorts?
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poenadare Posts: 381
Registered: 2001-11-5 08:09:53
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Date Posted:
1/1/00 12:00am
Subject:
DAoC to Crysis terrain conversion now running with Crysis2. |
SlyLoK posted:
The lighting alone makes a huge difference. Anyway.. Why do this? Will players be able to use it as a mod of sorts?
Sadly no. At this point it's only eye candy.
-----signature-----
What kind of god would admit to creating us?
-- Pyrrho the Skeptic
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Date Posted:
1/1/00 12:00am
Subject:
DAoC to Crysis terrain conversion now running with Crysis2. |
poenadare posted:
SlyLoK posted:
The lighting alone makes a huge difference. Anyway.. Why do this? Will players be able to use it as a mod of sorts?
Sadly no. At this point it's only eye candy.
Only eye candy as most of stuff is EA/Mythic Bioware copyrighted property. Trees, grass and terrain detail textures are from Crysis side .. everything else is directly from DAoC or converted content.
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